Search found 36 matches
- Thu Sep 23, 2021 9:37 pm
- Forum: Support and Development
- Topic: Other ways than shaders for transparent color?
- Replies: 5
- Views: 4307
Other ways than shaders for transparent color?
I'd want to make an overlay transition like this one : (at 0:26) gdlldKxFuhY Well that guy really seems to enjoy Pokémon... Here's what I planned to do : -Create a canvas with window dimensions, make it all black using love.graphics.clear -Draw a white circle that'll shrink over time on this canvas ...
- Tue Sep 21, 2021 10:42 pm
- Forum: Support and Development
- Topic: Run a module that can use everything that's in main.lua?
- Replies: 7
- Views: 5058
Re: Run a module that can use everything that's in main.lua?
Well, I guess I finally understand this (I may or may not have just realized that these were 2 different files... :ehem: ) So there's the main data stored as a global, then game.lua copies it into local to avoid abusing of globals and allow saves... Now I got it! So I'd have to store my map data as ...
- Tue Sep 21, 2021 9:35 pm
- Forum: Support and Development
- Topic: Run a module that can use everything that's in main.lua?
- Replies: 7
- Views: 5058
Re: Run a module that can use everything that's in main.lua?
In fact, would dkjson be able to copy paste the functions table from the events module into main.lua in such a way I could use it in the main environment, as if it was originally written into main.lua?
I tried to encode my event tables with that, but it says functions are not supported...
I tried to encode my event tables with that, but it says functions are not supported...
- Mon Sep 20, 2021 10:16 pm
- Forum: Support and Development
- Topic: Run a module that can use everything that's in main.lua?
- Replies: 7
- Views: 5058
Run a module that can use everything that's in main.lua?
Still on my project with tilemaps (using STI) : I have multiple maps, each one has various events that can be triggered through interactions in this map. For each map, there's a dir containing 2 files : map data and events module (functions table). Both are required when the map is selected. When I ...
- Sun Sep 19, 2021 6:39 am
- Forum: Support and Development
- Topic: Drawing one canvas on top of another?
- Replies: 3
- Views: 4283
Re: Drawing one canvas on top of another?
To draw a canvas on top of another, you just need to keep track of the canvas #1, set the canvas#2, then when finished with the #2, call the #1 back, then draw #2 on it (I think), something like this : local canvas1 = love.graphics.newCanvas(...) local canvas2 = love.graphics.newCanvas(...) love.gra...
- Sat Sep 18, 2021 10:35 pm
- Forum: Support and Development
- Topic: Tricks for slower walking animations on tilemaps?
- Replies: 4
- Views: 3835
Re: Tricks for slower walking animations on tilemaps?
Well... Turns out the walking speed looks definitely better whith arm movement, I sure should have followed this advice earlier, and I'll keep that in mind... RR_Wt-IuTx0 I made a sort of walking switch : I have 2 tables containing forward/backward arm movement, and it switches like this (example fo...
- Sat Sep 18, 2021 7:07 pm
- Forum: Support and Development
- Topic: Tricks for slower walking animations on tilemaps?
- Replies: 4
- Views: 3835
Re: Tricks for slower walking animations on tilemaps?
I'll try stuff by myself considering all of that, and see what I'm good with... I should have made a few precisions : -The character kinda has no legs on purpose, that's how I want it to be, though I still wanted to have it walk "longer" steps -I didn't animate the arms because I wasn't su...
- Sat Sep 18, 2021 4:18 am
- Forum: Support and Development
- Topic: Tricks for slower walking animations on tilemaps?
- Replies: 4
- Views: 3835
Tricks for slower walking animations on tilemaps?
I set up a walking animation (1 step per tile), but my character walks as if it was a penguin, or its shoelaces were tied together :rofl: : D5u3giaTdtU Of course, I'd want the character to walk slower while moving at the same speed, so I quickly thought about possible solutions : -Make it skip a til...
- Fri Sep 17, 2021 4:39 am
- Forum: General
- Topic: Does anyone want to collaborate?
- Replies: 42
- Views: 31162
Re: Does anyone want to collaborate?
Happy to have you but the project is a tiny bit stalled and will likely not be a game - but a tool. It's great to know you have this skill and interest. :) Oh, I see Well if there's someone over there who happen to need some musical artist for a game project, feel free to call me... (response time ...
- Fri Sep 17, 2021 4:30 am
- Forum: General
- Topic: Does anyone want to collaborate?
- Replies: 42
- Views: 31162
Re: Does anyone want to collaborate?
Hey, I don't know if it's too late, but I happen to be into musical composition and interested into making video games music... Is it too late for me to join the project as a musical artist? (And how do I officialy join?) I could handle pretty much the whole game's soundtrack if needed. I only dug a...